Collada Importer tS7.61

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clintonman
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Re: Collada Importer tS7.61

Post by clintonman »

HorseFix01.jpg
NOT YET RELEASED:

plugin:
fixed error from missing DELETE_ME nodes
which also fixed the problem of the horse mesh not lining up with the skeleton in script
fixed crash bug from invalid material bump or specular map definitions

fixed copy joint locations when bonesbind and boneanim members not in the same order(tS random bind order fix) - horse bones not crazy
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Re: Collada Importer tS7.61

Post by clintonman »

ColladaWolfAnim01.jpg

Issues with the wolf are fixed now. So why does that part of the animation looks so bad?
Because that's the way it is. I thought this was caused by rotation limit problems. Further investigation shows that the joints aren't just rotating but also translating. When you translate a joint in tS, the bone can stretch and the skin follows it. I first tried removing all the translations from the imported animation, but that broke the animation in bigger ways. The animation is being read correctly. It's just that the animation was created in a semi-incompatible way.
The only way to fix in this case is to edit the animation curves and remove the translation changes manually.

ColladaWolfAnimFix01.jpg
Before

ColladaWolfAnimFix02.jpg
After



Side note, repaint fix for the tS horse character incompatible lightworks shaders only works for the full version of tS. To repaint in workspace change one of the values first, eg. Shininess change from 3.0 to 3.01
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Re: Collada Importer tS7.61

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Update August 10

changes:


plugin version 1638424
lights and cameras load from preferences in memory instead of disk
matrix using 1/10 rotations - get around tS rotation limitations - untested, blender set to matrix export does decompose instead
clean hierarchy status bar fixed "Clean Animation..."
added joint translation range to fix wolf crazy jaw sample - it did not fix it, but kept it anyway
if bone is not found in the bind list, remove all skin influences for the bone that were added by tS automatically
fixed the assumption of always having a transform for a skinned mesh - this also solved some mesh line up with skeleton issues
fix material import for invalid specular or bump textures - was an oversite and a crash bug, other texture types already had the checks in place
fix binding for case of not all bones assigned to binding - removed tS automatic skin weights and only use those defined in the collada file
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Re: Collada Importer tS7.61

Post by trueBlue »

Wolf_dae.dae

Code: Select all

ERR   Source object: /Scripts/CustomCommands/colladagroup/transferAnimations Error: Microsoft JScript runtime error Description: 'translationRange' is undefined Error code: 0x800a1391 - (null) Line: 94, Char: 4 Script text:  if(translationRange == 0) { 
Fix
transferAnimations script
function copyAnimation(sourceNode, destNode)
Add
var translationRange = Node.Value(System.ThisOwner(), "translationRange")
Import
Import Scale 10.png
.
Actor Animation
Actor Animation.png
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Re: Collada Importer tS7.61

Post by clintonman »

trueBlue wrote: 11 Aug 2023, 13:27 Wolf_dae.dae

Code: Select all

ERR   Source object: /Scripts/CustomCommands/colladagroup/transferAnimations Error: Microsoft JScript runtime error Description: 'translationRange' is undefined Error code: 0x800a1391 - (null) Line: 94, Char: 4 Script text:  if(translationRange == 0) { 
Fix
transferAnimations script
function copyAnimation(sourceNode, destNode)
Add
var translationRange = Node.Value(System.ThisOwner(), "translationRange")
Import
Import Scale 10.png
.
Actor Animation
Actor Animation.png
Error fixed by removing var at top of the code, but now see a new issue. Importing translation animations where their are none. Back into it....
Thanks.

Edit:
Nope, it's not importing translations when there are only rotations. I forgot about the Blender reversed transforms.
Making one more change to the plugin to tell the script that blender was used to create the dae file.
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Re: Collada Importer tS7.61

Post by trueBlue »

I created this Wolf with D3D materials
It does not have any animations
Wolf.png
Using trueSpace's Collada Exporter Original and Enhansed Export
Both export the bitmaps in a Wolf Folder as file_0, file_1, etc...
The Collada Importer does not import the bitmaps using the Original or the Enhansed
Wolf Import.png
Attachments
Wolf.RsObj
(1.56 MiB) Downloaded 48 times
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Re: Collada Importer tS7.61

Post by clintonman »

trueBlue wrote: 11 Aug 2023, 16:13 I created this Wolf with D3D materials
It does not have any animations
Wolf.png
Using trueSpace's Collada Exporter Original and Enhansed Export
Both export the bitmaps in a Wolf Folder as file_0, file_1, etc...
The Collada Importer does not import the bitmaps using the Original or the Enhansed
Wolf Import.png
I see it, thanks.
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Re: Collada Importer tS7.61

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trueBlue wrote: 11 Aug 2023, 16:13 I created this Wolf with D3D materials
It does not have any animations
Wolf.png
Using trueSpace's Collada Exporter Original and Enhansed Export
Both export the bitmaps in a Wolf Folder as file_0, file_1, etc...
The Collada Importer does not import the bitmaps using the Original or the Enhansed
Wolf Import.png
The biggest issue with this wolf is that it only has UV2. Color usually goes into UV1.
Open uv editor, UV 2, and press synchronize to copy from uv2 to uv1. Can also follow the same steps to fix after collada import.

Other issues, the body has 2 materials called "claws" so one is lost during the enhanced changes.
The body has no model shader which will cause an error. This will be fixed in the next enhanced release. Error doesn't show currently because of a second bug, also fixed for the next release.
The color shader is set to use uv2 - usually uv1 is for color.

The attached, only change is uv synchronize run on the body mesh.
Attachments
WolfUVFix.RsObj
(1.5 MiB) Downloaded 42 times
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Re: Collada Importer tS7.61

Post by trueBlue »

I do not know how to tell if uv1 or uv2 is being used or not
It has been a while since converting the materials from the import process so a little vague on what transpired.
If you noticed, it had the FBX material 3 (sp?) from the import process
Maybe that is/was the culpirt?
I also isolated the eyes as sub objects
Not sure how the claws material worked and did not do anything special there
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Re: Collada Importer tS7.61

Post by clintonman »

Update August 12 2023

changes:


plugin version 1638425
added "reverse transfoms found" status so it's easier to tell when reverse is needed
animation range fix for Actor Animation - was reading whole scene animation range
fixed error bug in Actor Animation
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